398 Commits
Author SHA1 Message Date
ElorgRHGandGitHub 846eb6b07a Webbing (and drop pouches) resprite (#21864)
It always bothered me how the webbings (is that a proper plural form for
them?) poked out from under suit items. But then I remembered that I am
a spriter (allegedly) and can change that, so I did. Hello.

From the changelog:
> - imageadd: "Resprited engineering, medical and security webbings
(which are now thinner to not poke out from under suit clothing) and
drop pouches."
> - imageadd: "Added a proper colorable sprite for the colorable drop
pouches."

Images, as always, in the details below.
Old (current) sprites on the top, new on the bottom unless stated
otherwise.
<details>
<summary> Webbings: </summary>
<img width="2304" height="1536" alt="webbings"
src="https://github.com/user-attachments/assets/03942dff-2deb-4071-992d-f42531d753cb"
/>

</details>

<details>
<summary> Drop pouches: </summary>
<img width="2304" height="1536" alt="drop"
src="https://github.com/user-attachments/assets/8ab8f5f7-2f29-4cc7-babb-e845b9ee1d44"
/>

</details>

As far as attributions go, I referenced the medical webbing from
Shiptest, and modified it for for engineering, security and medical. I
do not know which PR in particular that webbing was added added in, but
I will link the PR which I _believe_ did it:
https://github.com/shiptest-ss13/Shiptest/pull/2748
2026-02-17 15:35:12 +00:00
Cody BrittainandGitHub 3f62424312 [MDB Ignore] [IDB Ignore] Kills off /obj/item/device (#21774)
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.

---------

Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-02-01 05:14:26 +00:00
8c7464d0ba Adds Tulkir's custom item and changes the machete draw/sheath message (#21725)
Implements Tulkir's custom item as per
https://forums.aurorastation.org/topic/22812-tulkir-zarkiirrans-amohdan-ritual-dagger/

As part of it, holsters were modified so that holstering and
unholstering messages can be defined per item, which is implemented for
machetes, and that there can be custom sprites for filled holsters,
currently only implemented for Tulkir's new item.

Sprites made by ElorgRHG.

---------

Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-01-25 18:56:22 +00:00
FabianK3andGitHub 270f94112f Fix kneepads on pants (#21660)
# Summary

This PR fixes kneepads not being able to be attached to pants.

- Fixes #21346

## Changes

- Change accessory slot type of kneepads to pants only.
- Added allowed pants accessory slot type to clothing/under.

## Notes

The preview for kneepads on pants in the char setup is not possible at
the moment. This is not related to the fix as it is another issue.

You can select the uniform for the kneepads in your loadout to let them
spawn in your backpack instead of having to remove them from your
jumpsuit or similar on spawn as a workaround to pants not being able to
be selected as an accessory target in the loadout.
2025-12-10 11:13:32 +00:00
Merlin1230andGitHub 25dabc628b removes some mentions of Jargon in code. (#21553)
It hasnt been jargon for years, and the code still had a few references
I noticed. Most of these are just icon names, which arent at all visible
on the player side, but one description for specifically the cargo order
of a item still mentioned it. Funnily enough, the actual item itself had
a correct description.
2025-11-10 08:14:23 +00:00
VMSolidusandGitHub 31e2d57c35 Gravity Adaptations Bioaug (#21532)
From the list of bioaugments requested by Schwann.
https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic

Gravity Adaptations are a bioaugment that serves as an implanted
alternative to legbraces, which grant the same effect. These are unique
to Galatean Offworlders in the same vein as legbraces being unique to
offworlders. They also essentially have the same effect, making the
offworlder immune to the effects of "Gravity Weakness". To make this
work, I refactored the gravity weakness mechanic to operate via a
signal, which has a shared response between legbraces and gravity
adaptations. This "Cancelable signal" pattern is going to be fairly
common going forwards as I refactor a variety of systems to allow far
greater degrees of unique interactions, without the need of hardcoding
said interactions at the source.

<img width="797" height="84" alt="image"
src="https://github.com/user-attachments/assets/01622f2b-56a1-4fb8-ae43-d78afd35f3b5"
/>

<img width="935" height="91" alt="image"
src="https://github.com/user-attachments/assets/309bbc66-d6aa-44b1-9a59-64f7fc800c90"
/>

<img width="617" height="259" alt="image"
src="https://github.com/user-attachments/assets/81a1f973-b1af-45c1-8373-05549fde286a"
/>

I have tested this PR and have verified in my dev environment that it
works as advertised.
2025-11-06 09:16:06 +00:00
94d92803b4 Replaces our lighting system with CM's. (#21465)
Depends on #21458.

Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original
authors as:

- https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the
lighting controller (A-lexa)
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and
https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the
lighting (TiviPlus)
- https://github.com/tgstation/tgstation/pull/54520 for the dir lighting
component
- https://github.com/tgstation/tgstation/pull/75018 for the out of
bounds fix in lighting
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the
emissives (TiviPlus)

The main driving reason behind this is that current lighting consumes
way too much processing power, especially for things like odysseys/away
sites where a billion light sources are processing/moving at once and
the game slows down to a crawl. Hopefully this improves the situation by
a good margin, but we will need some testmerging to confirm that.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677"
/>


- [x] Resolve todos
- [x] Look into open space fuckery (border objects)

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
2025-11-04 21:27:42 +00:00
HanSolo1519andGitHub e7d81e399a Solarian Passcard Tweaks (#21507)
Made on request of the_ill_fated

Adds updated sprites to solarian passcards, centering them to make them
more in-line with the other cards. Thanks ill_fated
Re-adds the old Idris commemorative silversun passcard, now in the
factions loadout menu.
Removes old/redundant passcards. (Cytherian, Jintarian, and Jovian
cards)

<img width="994" height="362" alt="image"
src="https://github.com/user-attachments/assets/4100aa45-3543-4777-bef3-edf541369875"
/>
<img width="927" height="513" alt="image"
src="https://github.com/user-attachments/assets/16b8d455-5f79-4e31-8779-4b09e0fb82aa"
/>
<img width="893" height="110" alt="image"
src="https://github.com/user-attachments/assets/1a4b7e8b-9509-4161-8072-3c3d7ab64c8d"
/>

---------

Signed-off-by: HanSolo1519 <72716882+HanSolo1519@users.noreply.github.com>
2025-10-30 16:55:27 +00:00
VMSolidusandGitHub af219d798e Sol Passcards (#21479)
This PR adds a variety of new passcards by The Ill-Fated, which are for
a large variety of Solarian states.
2025-10-22 09:13:28 +00:00
cca0dfe7b6 Ports /tg/ and CM planemasters to replace our renderers. (#21458)
Part one of our nefarious plans to destroy lag forever, and also
accomplish some cool shit.

This replaces our renderer system with plane masters, this will also be
used to turn skyboxes into backdrops and thus totally remove skybox
updating lag. Additionally, this will let us manipulate entire planes
very easily to do all sorts of zany shit. All credit goes to the
original coders, this is some seriously cool stuff.

Also fixes some bizarre smoothing behaviour, reduces updateoverlays
calls since now not every single structure in the game tries smoothing
with nothing.

<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd"
/>

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-10-16 11:39:15 +00:00
7f474bd363 Fix some harddels. (#21373)
Let's try to haunt down this brain and mannequin harddel bullshit

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-09-29 23:20:44 +00:00
Casper3667andGitHub 36ffcdb2c5 Fixes kneepads, suspenders and chaps (#21299)
This makes them wearable on the uniform slot, as previously they were
locked specifically to pant items and that made them useless with pretty
much all the department uniforms.
2025-09-06 10:28:31 +00:00
89ca6b1cda Small raskariim overhaul (#21189)
This PR is intended to make raskariim more playable on the station. It
accomplishes this in two ways: First by allowing raskariim the choice of
fake religion, so they are not bound to always be fake ma'ta'ke, but can
also fake being for the suns.
The second thing is the addition of 3 new charms. These charms can only
be selected by raskariim in the loadout, and is intended as being
related to one of the three sects. If a character who is a raskariim
examines the charm, they get an extra message as shown in the images,
that the owner is also a raskariim. This would allow them to have a
chance to interact, without awkwardly forcing it OOC or through out of
game talking. This message doesn't show for non-raskariim, who should IC
be unable to identify that the charms belong to raskariim instead of
just being another kind of charm.
To accomplish the above, the religion check in the loadout was also
rewritten to permit multiple religions to be listed, so that both
raskariim types can select the charms.

<img width="325" height="334" alt="image"
src="https://github.com/user-attachments/assets/751832b9-89e3-4f0f-82ef-01206bbf09d9"
/>

Sprites (all by me):
<img width="196" height="153" alt="image"
src="https://github.com/user-attachments/assets/d8e93f0f-710e-450e-9629-d37558dcc519"
/>

Examine text if raskariim:
<img width="793" height="356" alt="image"
src="https://github.com/user-attachments/assets/b75eea3d-294f-4615-b2f0-bd10bf60c103"
/>

Examine text if not raskariim:
<img width="778" height="307" alt="image"
src="https://github.com/user-attachments/assets/24b64a1f-197f-44f0-9249-e93a9ce2bffe"
/>

---------

Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
2025-08-17 13:32:18 +00:00
CatsinHDandGitHub 9a4d866bef KOG Uniforms (#21119)
Adds KOG uniforms for Security and Medical, along with jacket for
Officers, Wardens, Heads of Security, and Medical.
Adds shoulder tab accessories for PRA, ALA/DPRA, and NKA employees of
the KOG to designate their division.
<img width="150" height="105" alt="medical_preview"
src="https://github.com/user-attachments/assets/570a7ffe-aaeb-440e-bcde-13ead2262045"
/>
<img width="198" height="113" alt="Secoff Preview"
src="https://github.com/user-attachments/assets/def27546-038b-4b7b-94c3-040d01d88e54"
/>
<img width="71" height="77" alt="warden_preview"
src="https://github.com/user-attachments/assets/348046bd-76d6-4900-82ed-b128f2e78d70"
/>
<img width="72" height="71" alt="commander Preview"
src="https://github.com/user-attachments/assets/1f62d843-3cf9-410d-9125-a7ef552060e6"
/>
<img width="61" height="63" alt="tabs_preview"
src="https://github.com/user-attachments/assets/fc1b53e5-5bce-460a-a1e0-0eceb4441322"
/>
2025-08-11 15:14:52 +00:00
BatrachophrenoandGitHub af6c74d917 Verb organization stuff (#21131)
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.

Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.

Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.

This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.

This PR covers the IC, OOC, and Object Tabs.

Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC

OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI

OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote

IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition

IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal

IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language

IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest

Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet

Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)

Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck

Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song

Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization

Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage

**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
2025-08-11 15:12:56 +00:00
ElorgRHGandGitHub 5baec6692e Colorable Tajara cloaks and fur scarf (#21085)
Just what the title says, no need for an elaborate description.



Images, as always, in details.

<details>
<summary> Click here for images. </summary>

<details>
<summary> Colorable gruff cloak: </summary>

<img width="368" height="1711" alt="image"
src="https://github.com/user-attachments/assets/754c2cb0-4346-402f-b131-f6594eb9a3e3"
/>

</details>

<details>
<summary> Colorable fancy cloak: </summary>

<img width="410" height="1686" alt="image"
src="https://github.com/user-attachments/assets/ae6c0b57-7a4b-46cb-99cc-81d64641dfce"
/>

</details>

<details>
<summary> Colorable royal(ist) cloak: </summary>

<img width="450" height="1717" alt="image"
src="https://github.com/user-attachments/assets/e1c19fb4-f93a-471a-9126-eceaf8616b5f"
/>

</details>

<details>
<summary> Colorable amohda cloak: </summary>

<img width="384" height="1703" alt="image"
src="https://github.com/user-attachments/assets/c83b4b81-3900-4dd5-9e95-4143e21edab2"
/>

</details>

<details>
<summary> Colorable fur scarf: </summary>


<img width="382" height="1684" alt="image"
src="https://github.com/user-attachments/assets/4e451e0d-946e-44e5-b029-0616dc40a738"
/>

</details>

</details>

As for attributions, it is current assets but with a colorable palette,
so, not needed.

And, of course,
Suns bless the north.
2025-08-06 12:30:37 +00:00
BatrachophrenoandGitHub 387cee9243 Object Examine Text Overhaul (#20923)
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.

Almost certainly a candidate for test merge.

Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-07-21 15:35:14 +00:00
CometBlazeandGitHub 71af7f3f22 The Great Sprite Unification: Part 1 (#21006)
In an effort to make the way our sprites are organized make a little bit
more sense, this takes ALL the sprites in `icons/clothing` and moves
them over `icons/obj/item/clothing` or another appropriate file in the
case of non-clothing items.

A lot of these files had to be split since they lumped everything into
the same dmi which had to be changed since people, reasonably, expect to
find a hat in the folder named `hat` and not in the one where we're
supposed to keep uniforms in.

A lot of smaller files were also merged into already existing dmis where
it made sense.

Lastly, all the colourable items kept in `icons/obj/item/clothing` were
updated to the new palette. Those items were:

**Backpacks:**
- GD Sacred Icon

**Belts:**
- Fannypack

**Gloves:**
- Gloves
- Single Glove

**Hats:**
- GD Cowl
- GD Cube Hood
- Furred Crown
- Surgeon Cap
- Kippah
- Plain Hood

**Shoes:**
- Konyanger Gomusin

**Coats:**
- GD Eccentric Coat

**Uniforms:**
- Colourable Dress
- Shortsleeve Dress
- Evening Gown
- Open Shoulder Dress
- Assymetric Dress
- Tea Dress
- Long Sleeve Dress
- Colourable Scrubs
- Colourable Jumpsuit
2025-07-21 10:33:42 +00:00
Matt AtlasandGitHub 3837112bd1 Revert "Fix missing pixels in new hairstyle" (#20854)
bad merge
2025-06-17 02:33:31 +02:00
BatrachophrenoandGitHub 156620ad4f Fix missing pixels in new hairstyle (#20828)
See title- the new haircuts leave two pixels of the head uncovered, this
fixes that. My bad, know better testing now... :(
2025-06-16 22:16:59 +00:00
Cody BrittainandGitHub 80ae08e46d Removed arm guards protecting the hands, leg guards protecting the feet. (#20800)
A companion to #20795 

During discussion on this PR, it has come to my attention that no one
realized these also protect your hands and feet. And why would they,
considering their sprites do not cover said areas?

This is poor for player feedback, so these have been corrected to only
protect areas actually covered on the sprite itself. This means riot
guards still protect the hands (as well as some older un-updated
sprites), but this does make them a more attractive option in some
cases.
2025-06-11 09:52:09 +00:00
EvandorfandGitHub 8297ef5f14 Adds Scaleshields- Code, Icons, and Loadout (#20801)
Adds unique coverings for Dominian Unathi.

Created in conjunction with @CaptainGecko. Adding him to the
conversation in case there are any questions; lore or otherwise.
2025-06-11 09:51:59 +00:00
8e6f6748f6 Adds Commonwealth of Hieroaetheria passports to the Diona loadout (#20780)
Added with the approval of GrandMasterChef!

Consortium of Hieroaetheria: "A passport issued to a citizen of the
Consortium of Hieroaetheria. A testament to inclusiveness anywhere its
owner takes with it."

![image](https://github.com/user-attachments/assets/62dad239-ef47-42f8-90a0-11c128076dd5)

Union of Gla'orr: "A passport issued to a citizen of the Union of
Gla'orr. Considered somewhat of an opposite of the Consortium passport
in terms of what travel it enables."

![image](https://github.com/user-attachments/assets/0b3c8adf-a678-447b-8140-f2c050e52901)

Eternal Republic of the Ekane: "A passport issued to a citizen of the
Eternal Republic of the Ekane, a mark of having committed oneself to the
Eternal wholly."

![image](https://github.com/user-attachments/assets/ac6cfa4f-d5c3-4bbf-83f1-fa49e4595e2c)

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-06-02 10:57:49 +00:00
0884accde0 Adds a Golden Deep passport to the loadout (#20609)
Title. Noble Row said that their passports would likely be electronic,
so I went with that. Humans can also take them, as some humans are
mentioned as having citizenship through marrying an IPC on the wiki, but
this can be removed if requested.

!!Requires synth lore team input!! @NobleRow 

Sprite preview (subject to change):

![golden-deep-passport](https://github.com/user-attachments/assets/74b28503-e966-4e82-b8c2-c4259e1dc358)

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-03-20 11:53:48 +00:00
Wowzewow (Wezzy)andGitHub f046ebe584 Borg Bag Fixes and Refactors (#20578)
Fixes #19603
Fixes #20558

- bugfix: "Fixes plant bags - now uses storage_slot system, along with
other bag subtypes."
  - bugfix: "Borgs can interact with tables again."
  - refactor: "Refactors make_exact_fit to be a binary variable."
- refactor: "Refactors storage items to use make_exact_fit instead of
arbitrary max_storage_space values."
- refactor: "Refactors storage items to use defines for storage space."
  - bugfix: "Fixes monkey cube boxes having superfluous overlay."
  - rscadd: "Updates the progress bar toggle message."
- qol: "Objects that rotated 90 degrees in storage no longer rotate in
storage slots."
 
<img width="732" alt="dreamseeker_qRVkIlYN78"
src="https://github.com/user-attachments/assets/1226ed22-52c1-4965-a1b4-2290e56a2ab3"
/>
2025-03-12 09:12:27 +00:00
FluffyandGitHub c5dabb9cda Armor defines (#20563)
Added armor defines
Converted raw strings use to defines
Added UT test to ensure people set the armor var correctly (to a list)

No player facing changes
2025-03-09 21:37:46 +00:00
cbbb927654 Quality-of-life changes to dogtag accessories (#20396)
see changelog or the video below


https://github.com/user-attachments/assets/d20d1a1b-f147-406c-aa3d-2dc5a310c38c

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-02-25 17:52:11 +00:00
FluffyandGitHub 3185c10cf1 516 internal links (#20428)
Convert all (appropriate) links to use the required `byond://` for 516

Added a grep to detect incompatible ones
2025-02-20 22:54:10 +00:00
FluffyandGitHub 7265630dde Turn more unmanaged global vars into GLOB (#20446)
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
2025-02-17 23:34:02 +00:00
ASmallCuteCatandGitHub 224f94ac07 Adds Quick-E-Burger gear to the loadout. (#20475)
This PR adds four new items for Orion Express characters. They can be
found in the Factions tab of the loadout.

Orion Softcap - found under "orion headwear selection"
Quick-E-Burger Apron
Quick-E-Burger Jumpsuit
Quick-E-Burger visor

All credit for the sprites goes to goblin.stev, I only did the funny
words that make them work ingame.
2025-02-16 19:06:14 +00:00
Wowzewow (Wezzy)andGitHub c70c41ea18 Sweater stuff (#20474)
- bugfix: "Sweaters can be worn in the shirt slot now. Fixes sweaters
not layering when worn as an accessory."
2025-02-16 18:18:43 +00:00
872e4969bc Solarian political party pins (#20397)
These Solarian star pins are a traditional way to indicate political
allegiances in the Alliance. Democracy rocks!

---------

Signed-off-by: TheDanseMacabre <57339900+TheDanseMacabre@users.noreply.github.com>
Co-authored-by: DanseMacabre <rsurname1212@gmail.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
2025-02-05 13:09:59 +00:00
Wowzewow (Wezzy)andGitHub 76603b4958 Cape Sword Tcomms Fixes (#20384)
Fixes #20379
Fixes #20378
Fixes #20360
Fixes #20347
2025-01-19 23:28:24 +00:00
Wowzewow (Wezzy)andGitHub 62980205f4 Accessory Suit + Pants Fixes (#20359)
Fixes accessories not showing up on suit items.

Confusingly, accessories used the "_un" uniform suffix - this changes
them to use the "_ac" suffix.

Also moved some files around to their proper place (hair pins and bows
aren't accessories, they're ear slot items, etc.)

Fixes #20361

Fixes #20352

Fixes #20354
2025-01-15 13:23:12 +00:00
Wowzewow (Wezzy)andGitHub 14a329e0ef plate carrier sprite fix (#20349)
oops
2025-01-11 14:39:39 +00:00
10d7063030 Pants Slot, Again (#20240)
From previous PR:
- Fixes Quick Equip (Thanks, Matt)
- Fixes Loadout Preview, will override uniforms properly now
- Turns shirts into uniform items, so you can attach accessories to them

This also fixes the issue of people spawning in shirtless if they didn't
attach properly to the pants.

Additions:
- Shifts suspenders, leather chaps, and kneepads to be pants
accessories.
(This fixes the issue of accessories staying even without pants, e.g.
assless chaps)
(In future, hip holsters are to be added to this accessory list)

Anyway, that's the long and short of it. Have fun.

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2025-01-09 23:26:49 +00:00
07ce9c05e9 Replace Social Credit Score with Social Compatibility Index (#20230)
🚨 BREAKING NEWS: Our favorite dystopian frogs just got a little
less...Chinese? Down with the Social Score Order, up with the new Social
Compatability Index hyper federalist world.

: )

Also this is a Cerriq Koh memorial pull request.

---------

Signed-off-by: Warbidon <42331812+Warbidon@users.noreply.github.com>
Co-authored-by: Ben <91219575+Ben10083@users.noreply.github.com>
2025-01-04 00:02:54 +00:00
FluffyandGitHub df014f9bc0 Mouse drop refactor (#20256)
Refactored mousedrag procs, added signals, some safeguards, did some
cleanups around, renamed them to make a little more sense. Mostly put in
line with TG's code.
Fast clicking and releasing with a drag, depending on the grace period
and how fast it is done, can be counted as clicks, to aid in combat
scenarios where you spamclick.
2024-12-26 14:26:32 +00:00
GeevesandGitHub 776f88788d Plate Accessory Stuff (#19903)
* You can now ctrl+click on any worn clothing item that has accessories
attached to quickly open the accessory removal radial menu.
* Removing accessories with the radial accessory removal menu will now
reopen that menu until either all the accessories are removed, or you
click the close button.
* Plate Carrier armor accessories will now always render below other
accessories, so you don't need to shuffle everything to layer them
correctly.
2024-12-24 12:41:46 +00:00
b292d072a3 New Dionae Loadout Items - Wave1 (#20209)
Adds several new items to the Dionae loadout:
- Three sets of clothes and two hoods for voidtamers
- A jacket, cloak, two hats, and an undersuit for the ekane
- A narrows hardhat and jacket, as well as a slightly reworked jumpsuit
(made chonk)
- New Eternal Robes, the old ones are remaining for now but may be
reworked in the second wave of items
- Also removed some redundant rokz and serz items and the ships
themselves, these may be reworkedin the future, but for now aren't in
current lore.

More loadout items will ideally be coming soon for each factions in the
coming weeks/months.

---------

Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-12-05 16:11:08 +00:00
GeevesandGitHub c143e02c04 Quick Armor Swap (#19902)
* You can now instantly replace the armor accessories on plate carriers
by clicking on it with the new plate or guard you want to replace them
with.
2024-11-08 15:34:49 +00:00
hazelratandGitHub 1119236ea8 Golden Deep ghostrole remap (#20031)
**This is up for review.**

- Remaps the Golden Deep ghostrole to be better.
- Includes new uniforms for menial Golden Deep synthetics, and new
Golden Deep voidsuits.
- Includes the clothes dyer, a new item that changes the colour of
recolourable clothing to whatever the user wishes. Adds it exclusively
to the Golden Deep ship, so the merchant can customise their drip as
much as if they were in the loadout, since pretty much all of the newer
GD clothing is recolourable. Works for both the regular colour and the
accent colour.
- Uses submaps for the warehouse.
- A few semi-empty spaces exist right now which will be filled once the
sprites for what's going to go there are complete, particularly in the
great hall.
- The armoury is intended to be pretty strong - it's a cargo freighter
with very valuable cargo, so you have an unusually hard fight to get
said cargo if you board. It contains a laser rifle, a combat shotgun
(with a box of EMP shells, notably, with the idea that the Hoplan should
be particularly good at restraining other synthetics), two energy
glaives, and two pistols intended for the Hoplan. There are also two
machine pistols and two energy carbines, intended for if the Hoplan wish
to arm the rest of the crew.
- Adds the ship to Valley Hale - has the OK from lore, as far as I know.
2024-10-25 17:56:22 +00:00
e8107c3170 Twin Suns Charm Grammar Fix (#20088)
Title

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-10-25 17:55:45 +00:00
Clem-The-DuckandGitHub d65956aa57 Modular Armour Tweaks (#20062)
Changes the slowdown of modular armour:

- The plate accessory slowdown has been changed from 1 to 0.4
- The leg guard accessory slowdown has been changed from 0 to 0.3
- the arm guard accessory slowdown has been changed from 0 to 0.3

When wearing a full set of armour, your slowdown should be equal to 1
which is the current slowdown, taking off the leg and arm guards will
now allow you to move faster at the cost of coverage. This allows better
customisation and gives more incentive to play around with the modular
side of the modular armour system. Note that this slowdown does not
apply to light armour like the standard corporate armour and similar.
2024-10-20 11:26:55 +00:00
FluffyandGitHub a623e22eda AmbiguousInOrder ODLint (#20046)
Enabled AmbiguousInOrder OpenDream linting to error out
Fixed ambiguous orders with parenthesis to explicit orders
No player facing changes
2024-10-16 21:14:20 +00:00
ecf43be4c7 Adds Gear for the Hoplan (#19994)
Adds uniform and armor for the Golden Deep Hoplan, one of the military
arms of the Golden Deep.


![image](https://github.com/user-attachments/assets/0be57450-fe68-4603-bcb1-3daae6c9d35c)

Added to traitor uplink

Thanks to @NobleRow for spritework and lore

- [x] fix worn sprites
- [x] Name,desc,extended desc for all items

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-10-10 17:48:23 +00:00
FluffyandGitHub 9636363e60 Refactored the attack proc (#19908)
Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
2024-10-06 21:30:00 +00:00
hazelratandGitHub eafcc13b50 TCAF Corvette Remap (#19877)
This is a remap of the TCAF Corvette offship, intended to be more
intuitive than the current one.

**This is up for review.**

Notes:

1. The combustion engine isn't the only source of power in the ship,
there's also a portable generator that should be able to produce enough
to keep the ship going.
2. This adds a few clothing and overmap sprites for use in the
ghostrole, credit to Noble for them, and it also consolidates a few of
the existing TCAF assets into a single faction file. It isn't
comprehensive, but it's more organised than it was.
3. The armoury has been diversified a little. It's now composed of two
blaster rifles, one bolt slinger, one combat laser rifle, one pump
shotgun, and one burst rifle, plus the PEAC and six blaster revolvers as
sidearms. The primary intention of the combat laser rifle, pump shotgun,
and burst rifle is to provide a little AP which blasters universally
badly lack, so the ghostrole should be decently competitive against
armour. My hope is it should be roughly as strong as the Coalition
Ranger ship in combat.
4. I'm not totally happy with the hangar, but I'm not satisfied with any
of the docking port designs I've been able to think of, so I'm running
with it for now. I do believe a docking port is generally preferable.
5. Per Trio, species restrictions are tightened a bit on the Decurion to
only cover humans, Skrell, IPCs, and Vaurca Warriors. Liable to be
changed. Vaurca workers have also been excluded from every combatant
ghostrole, playable only as technicians. I'll be prodding at adding
bulwarks too, but they're not currently included due to some fickleness
with giving them appropriate uniforms.
6. The sensors are the strong variant for the shuttle and ship, with the
idea that it should be particularly good at reconnaissance. I doubt
anyone would use the shuttle to scout the sector, but the sensors are
good to throw a bone in that direction.
2024-09-30 22:00:15 +00:00
FluffyandGitHub 0ae0b10764 Refactored all the backslash ref and ref() calls to use REF() instead (#19847)
Refactored all the backslash ref and ref() calls to use REF() instead.
Added a linting for raw ref proc calls.
2024-09-13 10:17:32 +00:00
45a1f7f6eb Adds New Tajaran Charm: Twin Suns (#19777)
New Twin Suns charm representing the suns of S'rend'marr, used by those
who worhship S'rendarr and Messa

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-08-25 12:26:33 +00:00